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Square Enix Debuts All the Bravest

Square Enix really loves Apple devices these days. This latest iOS game may be worthy of note due to the involvement of some of TWEWY's directors and the return of the famous Active Time Battle system.

Color me intrigued.... If I can have a massive army of ff heroes, I will definitely sink some bucks into it. I saw a few in there, Setzer, and Cloud. As long as they don't limit how many heroes can be in the party at a time

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Stop making IOS games and focus on a 2D game for a handheld that has sprites of old and new games to the series. Make a silly plot, make it micro-manageable, fully customization-able, with nostalgic music and other Easter eggs.

Square Enix doesn't get it. All they need to do is make an old-school Final Fantasy sequel (like Megaman 9) and release it on a console or the 3DS, and I will buy it. Seriously, it wouldn't be that hard.

from what i have heard it is basically a button masher or in this case a tapping masher. On a side not there is a rumor that SE might be making a handheld console that has touch screens on all sides and all these iphone games may be testing the market for these types of games.

I always find it odd that the iOS gets the focus, when the number of android users is a vastly larger share of the smartphone/tablet user-base. I hear arguments about the wide variety of hardware, but thats the same thing that PC devs have dealt with for years. Perhaps its because android users usually demand a lower price-point than the apple users that are used to paying through the nose for the same thing (in a prettier package). Still, most of it comes to android eventually now, at least from SquareEnix. And its cheaper - FF Dimensions is only $20 as a single package, which is about half the price as iOS I believe. So I wont complain too much.

Perhaps its because android users usually demand a lower price-point than the apple users that are used to paying through the nose for the same thing (in a prettier package)..

This is pretty much what I've heard. Of course, it's all presumption at this point. The only thing we have are anecdotal theories from individual developers who say that their iOS revenue greatly exceeds Android, despite Android's greater market share.

Some people have described it as, Apple users are "more likely to pay for their apps." As if somehow Android users are opposed to the idea. Kind of like Linux vs Windows users, maybe.

Of course, the market is still relatively new. It's already more equal than, say, Mac vs. PC gaming. So maybe we will see it equalize more as time goes on.

Some people have described it as, Apple users are "more likely to pay for their apps." As if somehow Android users are opposed to the idea. Kind of like Linux vs Windows users, maybe.

Thing there is, The only way to not pay for your apps on iOS is to jailbreak your iphone or ipad, so the vast majority of people will pay instead of jailbreaking. On Android you can pretty much find them anywhere online and install and play them.

Has anyone figured out if they can have duplicates when you pay your dollar for a chance to get a new character? I have to admit, I'd find it pretty amusing if Cloud had a 1/256 chance of dropping, like most "rare items" in their games. Double laugh if he's Zodiac Spear rare.

This is pretty much what I've heard. Of course, it's all presumption at this point. The only thing we have are anecdotal theories from individual developers who say that their iOS revenue greatly exceeds Android, despite Android's greater market share.

Some people have described it as, Apple users are "more likely to pay for their apps." As if somehow Android users are opposed to the idea. Kind of like Linux vs Windows users, maybe.

Of course, the market is still relatively new. It's already more equal than, say, Mac vs. PC gaming. So maybe we will see it equalize more as time goes on.

Well you have to keep in mind that the Android market is also REALLY fragmented compared to the iOS market. Theres literally over 100 smartphones (not counting things like cameras, smart TVs and MP3 players) running on "Android" which of course means that the vast majority of users don't even run the latest version (over half of all Android smartphone users use a 1 year old software version because thats what their low-end smartphones are designed for). And THATS not even taking into account hardware fragmentation.

On the iOS side, its pretty straight-forward. All you have to do is aim for the iPhone #, the lowest iOS version released for that device and tell everyone below that "tough luck, upgrade."

Well you have to keep in mind that the Android market is also REALLY fragmented compared to the iOS market. Theres literally over 100 smartphones (not counting things like cameras, smart TVs and MP3 players) running on "Android" which of course means that the vast majority of users don't even run the latest version (over half of all Android smartphone users use a 1 year old software version because thats what their low-end smartphones are designed for). And THATS not even taking into account hardware fragmentation.

On the iOS side, its pretty straight-forward. All you have to do is aim for the iPhone #, the lowest iOS version released for that device and tell everyone below that "tough luck, upgrade."

I've heard that argument before, but I find it to be mostly a cop out. The PC software market has been dealing with this for decades. At some point it matters in how well it works, or drivers and other issues may crop up. But for the most part, handling the stratification of hardware/software setups is pretty well understood.

If the streamlined lock-in that Apple employs with the iPhone/iPad and iOS was really better, how come the similar approach they took with the Macs hasn't made it the predominate PC gaming platform over Windows/Intel?

Perhaps it really is that Apple users are more likely to pay. I don't know what the app store on the iOS looks like, but I know with Android there is such a plethora of free games and apps, that I'm really hard pressed to actually pay for one if I can find something else for free. In 2 years, I've only paid for 4 or 5 apps.

Has anyone figured out if they can have duplicates when you pay your dollar for a chance to get a new character? I have to admit, I'd find it pretty amusing if Cloud had a 1/256 chance of dropping, like most "rare items" in their games. Double laugh if he's Zodiac Spear rare.

And then maybe you'll be able to swap them with people, just like some sort of Trading card game?

E.g.

Not another Umaro!
I don't suppose anyone cares to swap their Cloud for an Umaro? or maybe 2 even?
...
No-one? I'll even throw in my 3 Prince Edwards ... Anyone? please? (

O.k. maybe not that bad. There are only meant to be 35 famous characters so they can only really have the fan favourites, right?
(But then I can't see people wanting to pay to collect that many, even if it is a unique new one each time.)

Otherwise I'm just a little disappointed that "All the Bravest" isn't the improved western-name for the Bravely Default game(/franchise?).

Looks like it could be fun, though, I don't think it looks any less RPG Makerish than Dimensions did and if I remember correctly, you were actually interested in that game Rya.

Dimensions didn't look like an RPG Maker game imo. It had all original graphics and overall felt really well done. It's just like a new FF game in old FF quality.
This game however is just a bunch of existing sprites from different games copied together... that's what people do when they create "My First RPG Maker Game".

I think calling it an RPG Maker game gives it too much credit. I don't think it's a full blown RPG at all, just a series of battles taking place in a mash-up of classic FF settings.

Vanillawares 2D is, once again, shaming their competitors 3D. Its like, what are you even doing with your extra D, jerks? Maybe we should hold that extra D in reserve for you, like a trust, until you are ready. - Tycho, Penny Arcade

I've heard that argument before, but I find it to be mostly a cop out. The PC software market has been dealing with this for decades. At some point it matters in how well it works, or drivers and other issues may crop up. But for the most part, handling the stratification of hardware/software setups is pretty well understood.

If the streamlined lock-in that Apple employs with the iPhone/iPad and iOS was really better, how come the similar approach they took with the Macs hasn't made it the predominate PC gaming platform over Windows/Intel?

Perhaps it really is that Apple users are more likely to pay. I don't know what the app store on the iOS looks like, but I know with Android there is such a plethora of free games and apps, that I'm really hard pressed to actually pay for one if I can find something else for free. In 2 years, I've only paid for 4 or 5 apps.

Except the PC software market has learned to deal with it by simply letting hardware outpace software. A 2 year old stock PC can handle pretty much anything on the market today short of high-end enterprise software/PC games. A 2 year old iPhone/Android phone? If you limit yourself to apps that haven't been updated in the past 2 years old, sure.

Who says Macs were ever designed to challenge PCs as a gaming platform? In case you haven't noticed, Macs have been beating PCs in the audio/visual arts software division for years now.

This game is terrible. IAP for mid-battle retries (potions, essentially) which end up basically necessary for end-game bosses, IAP for extra characters, IAP for extra levels. Swipe to win. It's really awful.